The game will run you through the tutorial (even on a Cleared/Continue Game), so go ahead and get used to the controls. There is a small medikit in the Kellion (your ship) in one of the side bays. If you have a sharp eye (and have been reading message boards about Dead Space), you will be able to see the "There is always Peng!" figurine over the side of the hangar's walkway, although you cannot get to it until much later in the game.

Follow Hammond, Kendra and the rest of the red shirts into the Flight Lounge. Once you head inside the booth to access the damage report, you should get ready to get out of Dodge. Notice how the security guy dies? This is also why you should stand with your back to something solid when fighting Necromorphs -- so none of them can get behind you in the first place.

You die, she dies, everybody dies.

Escape the flight lounge's control booth through the opened door. You have no weapon (first round - if this is the second round or later, you shouldn't even be reading this). Hold the sprint button and run down the hallway. The enemies will drop in from three ceiling vents and startle your character (he will pause briefly before giving control to you again).

The enemies here won't be terribly aggressive, but don't stick around since their intention is to injure you. At the end of the hall, there is a well deserved exit. Take the lift down to the next area.

The only weapon you will get for free -- the very handy Plasma Torch -- is in the mess over at the tool shed. The hint written on the wall of the shed (Cut off their limbs) is not random grafitti.

Unlike older zombie games that reward you for doing noggin shots (head shots), the necromorphs in Dead Space are devoid of brain activity and need to have their limbs shredded to immobilize them. Shred enough limbs (generally two or three) and the monster will stop attacking and "drop dead".

Explore the room for items -- the lockers and footlockers with blue lamps are item cannisters. The black Xboxes with green lamps are also item cannisters (they can be moved and fall into crevasses). When you're ready to move on, head over to the door with the guy begging to be let in (he always dies). Smash open the sparking energy capsule to release the power lock on the door.

If you've been paying attention to the controls, you know you can smash the capsule easily by pressing the fire/attack button without aiming (this saves ammunition).

Hey look, zombies. Let's split up to cover more ground.

Once you've got yourself something of a weapon, hop through the short hallway to the tram control room. Isaac will meet with Hammond and Kendra and you will have a mission to repair the tram. This essentially extends the game by another 9 hours.

Explore the room for blue lamps and other items. The lockers with orange/red lamps are locked (possibly activated with downloadable content). For the purposes of those of us without the time, money, and inclination to spend it online (or socially), ignore red lamp lockers.

Head outside the other door after saving the game.

Lets get static.

Go through the maintenance tunnels to the tram tunnel. Explore the tunnel for items and take the stasis module from the dead tech. If you were thorough, you will have read about the combat abilities of the stasis module in the Weapons section of the guide.

For this immediate puzzle though, cast a stasis bullet at the door and run past it when it opens. Touching the door when it is moving quickly results in your head being snapped off.

Replace the damaged Tram car.

If you're blindly following the blue objective line, you may occasionally miss a side room (or bathroom). Be sure to clear all the rooms you come across, since you never know what you might find. And of course, refer to the in-game map for your best direction.

Head into the tram repair room for a free power node (1 of 2). Power nodes will cost you 1O,OOO credits so any time you have the option to collect one for free, do so (of course, you cannot sell any extra power nodes once you buy or find them.

To replace the tram car, activate the crane arms on the platform. The first crane arm will latch onto the damaged car, but the second arm will catch briefly and then retract. Use stasis on the quick-retracting arm to give you enough time to hit the crane arm activation panel (between both arms).

Once that's done, play out the expected enemy ambush, collect your winnings and leave.

Databoard and maintenance key.

Head back the way you came (follow the blue line) and you'll be in the Ishimura's tram maintenance bay, a multi-tiered room with small elevators, monsters and a lot of fighting. Your plasma cutter will be put to the test, so be sure to orient your cutting arc's orientation (90° vertical or horizontal) by aiming the weapon and pressing the stomp button (this is secondary fire).

Go to the maintenance room and locate the lift going up. Grab the maintenance key from the dead tech and fight the predictable battle back downstairs. Unlock the maintenance room, grab the datacard and the free power node (2 of 2) inside. The work bench here can let you modify your existing items (Plasma Cutter, Stasis module, RIG), but try and hold off on doing that for now.

Back to Tokyo.

Head back to the tram control room, replace the datacard and activate the tram. Hammond and Kendra will head for the bridge while you need to go back to your ship. Head through the flight lounge and collect the items from the Xbox cannisters you passed by earlier.

Reload the Plasma Cutter before going aboard the Kellion (your ship). There are a half-dozen or so necromorphs who will ambush you once you load the damage report. Naturally, you should have the presence of mind to evacuate a ship that's volatile and about to explode.

Once you're done with all that, head for the tram. It's time to explore the next chapter.